Commit Graph

512 Commits

Author SHA1 Message Date
f9917af00b Fix #20914: non-normalized AO baking was not working anymore. 2010-02-07 15:24:10 +00:00
de90619a46 Fix #20452: motion blur buttons were missing. Motion blur samples
are now also decoupled from antialiasing samples. Implemented by
Matt, I'm just committing the patch.
2010-02-06 20:25:17 +00:00
5445dda295 Ambient Occlusion split up into:
Ambient occlusion: multiplied with direct lighting by default, add
is also still available and more blending methods might be added if
they are useful. This is fundamentally a non physical effect.

Environment lighting: always added as you would expect (though you can
subtract by specifying negative energy). This can be just white or take
colors or textures from the world.

Indirect lighting: only supported for AAO at the moment (and is still
too approximate), and also is always added. A factor is available to
specify how much is added, though value 1.0 is correct.

Also:
* Material ambient value now defaults to 1.0.
* Added Environment, Indirect and Emit pass.
* "Both" blending method is no longer available.
* Attenuation, sampling parameters are still shared, some could be split
  up, though if they are different this would affect performance.
2010-01-27 21:40:08 +00:00
6a0308aad3 Raytrace: only print debug info when running with -d option. 2010-01-12 19:45:01 +00:00
afe475b55b Approximate AO: Diffuse Bounce Hack
This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.

I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
2009-11-30 18:42:13 +00:00
10198e99ff Deep Shadow Buffer
Since the deep shadow buffer summer of code project is not actively under
development anymore, I decided to build my own DSM implementation from
scratch, based on reusing as much existing shadow buffer code as possible.
It's not very advanced, but implements the basic algorithm. Just enough so
we can do shading tests with it, optimizations and other improvements can
be done later.

Supported:
* Classical shadow buffer options: filter, soft, bias, ..
* Multiple sample buffers, merged into one.
* Halfway trick to support lower bias.
* Compression with user defined threshold.
* Non-textured alpha transparency, using Casting Alpha value.
* Strand render.

Not Supported:
* Tiling disk cache, so can use a lot of memory.
* Per part rendering for lower memory usage during creation.
* Colored shadow.
* Textured color/alpha shadow.
* Mipmaps for faster filtering.
* Volume shadows.

Usage Hints:
* Use sample buffers + smaller size rather than large size.
* For example 512 size x 9 sample buffers instead of 2048 x 1.
* Compression threshold 0.05 works, but is on the conservative side.
2009-10-12 19:41:40 +00:00
0c0aa79cb9 * crash fix in volume render, less reliance on global R 2009-10-11 23:04:01 +00:00
1c940d7677 Attempts at some compile fixes for jaguarandi's code:
* mingw almost compiles again cleanly, except for a linking error when linking blender http://www.pasteall.org/8297
* win64 should compile again too to a similar degree?
* silenced warnings about no newlines...
2009-10-06 03:40:50 +00:00
63a88075b5 svn merge -r 23528:23646 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2009-10-06 01:58:22 +00:00
55541d8a81 Added some test_break during the build process.
(Maybe later this should be done with some thread_cancel function instead of doing variable/callbacks tests)
2009-10-04 16:56:00 +00:00
b466286c3e Render & Compositing Thread Fixes
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash 
* Starting to rendering while preview render / compo was
  still running could crash.
* Exiting while rendering an animation would not abort the
  renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
  lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
  were being rendered at the same time.

There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.


Implementation:
* Rather than assuming the render result does not get freed
  during render, which seems to be quite difficult to do given
  that e.g. the compositor is allowed to change the size of
  the buffer or output different passes, the render result is
  now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
  writers) at the same time, but only allows one writer to
  manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
  images being rendered, cases where this is not needed (most
  code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
  time, rather than the G.rendering check which was not reliable.
2009-09-30 18:18:32 +00:00
71b3088596 Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.

Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.

There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering

Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)

More revisions to come later...
2009-09-29 22:01:32 +00:00
82198721d6 Raycounters fix 2009-09-28 10:25:12 +00:00
1305715d2d *Added VlakPrimitive (this rayobject rimitive only stores ObjectRenderInstance and VlakRen pointers)
- it difers from RayFace that localy stored the vertex coordinates.
- basicaly this reduces memory usage
2009-09-24 22:55:57 +00:00
5e609c9c52 * converted raytrace visibility test on meshlaplacian.c to new raytrace API
I need test scenes and test instructions to make sure this is ok, since i have no idea how to test this feature.
2009-09-17 12:56:16 +00:00
f7c686d0ae svn merge -r 22571:22800 https://svn.blender.org/svnroot/bf-blender/trunk/blender
svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender

Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems)

Part1:
	source/blender
2009-09-15 15:15:43 +00:00
f8657be654 *Ray counters (number of BB/primitive tests/hits and other raytrace counters) can now be enabled/disabled at compile-time.
#define RE_RAYCOUNTER (/source/blender/render/extern/include/RE_raytrace.h)

*Some other small organization on code

(will be disable as this only matters for testing and developping)
2009-09-13 20:59:25 +00:00
970c9214b5 * Fixes for shading objects inside volumes 2009-08-30 07:07:02 +00:00
740752da12 * Hopefully fix some weird merging business 2009-08-26 06:51:26 +00:00
163d0bb811 * Fix for yesterday's valgrind fix
* Fix for plane material preview render. Now, light cache aborts if there isn't enough volume, and falls back on non-cached single scattering. It still doesn't make much sense to render a plane as a volume, but for now in the preview it will shade the region in between the plane and the checker background.
2009-08-26 06:17:39 +00:00
4893cdc338 2.5 - Warning cleanups (for mingw+scons)
Also, made the Outliner's horizontal scrollbar work better for keymaps view. It's still using an approximation of the width, but at least you can scroll now.
2009-08-26 00:38:43 +00:00
aec7f2f2c4 *Changed RayObject_ calls to RE_rayobject to keep consistency on calls
*Moved part of counters code to a separated file (rayobject_raycounter.c)
2009-08-25 20:26:50 +00:00
d8cd7a22e8 * a few more small cleanups 2009-08-20 08:18:54 +00:00
5a21bc578c * First commit merging 2.4-based sim_physics in to volume25 branch.
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983

More to come, but this makes things much easier to work on for me :)
2009-08-13 05:21:25 +00:00
c101d58d42 *Instance support is only enabled if target mesh uses more than 4 faces
if theres very few faces its not worth it to create a separated tree for beinng reused.
	should speedup some particle renders.

This "fixes" a bug relationed with a arithmetic precision on instances and raytrace of very close objects
which usually happens on rendering (almost) overlapping alpha-enabled leafs/feathers
2009-08-12 02:00:44 +00:00
f7179efde3 no need to calculate the exact nearest distance if we are not using any heuristic based on that 2009-08-05 21:09:41 +00:00
9565ef3087 #define to store coordinates at VlakRen and not at VlakFace
adds some additional cost retrieving coords during ray-primitive tests, but reduces some memory usage (4*3floats per face)
2009-08-05 15:50:57 +00:00
e4e9b569e1 experiences with memory organization (store the vertexs coords on RayFace) 2009-08-05 14:40:38 +00:00
29530beb90 NlogN building:
sort once
	select subsets and kept the order (on X, Y and Z)
2009-08-03 17:56:38 +00:00
c3a4936d9d svn merge -r 21508:22111 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-01 10:21:26 +00:00
1ef7293585 Colour Management
- 1st stage: Linear Workflow

This implements automatic linear workflow in Blender's renderer. With the 
new Colour Management option on in the Render buttons, all inputs to the 
renderer and compositor are converted to linear colour space before 
rendering, and gamma corrected afterwards. In essence, this makes all 
manual gamma correction with nodes, etc unnecessary, since it's done 
automatically through the pipeline.

It's all explained much better in the notes/doc here, so please have a look:
http://wiki.blender.org/index.php/Dev:Source/Blender/Architecture/Colour_Management

And an example of the sort of difference it makes:
http://mke3.net/blender/devel/rendering/b25_colormanagement_test01.jpg

This also enables Colour Management in the default B.blend, and changes the 
default lamp falloff to inverse square, which is more correct, and much 
easier to use now it's all gamma corrected properly.

Next step is to look into profiles/soft proofing for the compositor.

Thanks to brecht for reviewing and fixing some oversights!
2009-07-17 02:43:15 +00:00
ef1fcd8ad1 *Added support to "BB hints" (which works like a BB version of LCTS - longest common transversing subtree)
It creates a tree cut after knowing that a given point will pass on a BB.
This tree cut is used to accelarate the rays casted from a given BB, eliminating unnecessary BB tests from root till the tree cut.
2009-07-15 17:38:00 +00:00
7afffd2950 Just another experimental stuff to optimize the expected number of BB test on bvh trees
*tree pushdowns after the pushsups :P (its still not local optimum)
2009-07-14 23:08:55 +00:00
a6b328b825 *Moved rtbuild to bf_render_raytrace
*Added vbvh - Just a experimental tree type :)
Variable Way BVH - there is no hardcoded number of childs per each Tree Node
 - idea is to optimize a tree to reduced the expected number of BB tests even after applying SAH (for that an hardcoded n-way is not enough)
 - for now childs are stored on a linked list
2009-07-12 18:04:10 +00:00
9a23287fd8 SUN and HEMI lights back as trunk (i think) 2009-07-10 17:41:49 +00:00
81c3561513 *rtbuild now stores BB
*fix in ray/bb hit tests inside instances
2009-07-10 16:42:51 +00:00
85f6c108ac *Added support for variable cost per RayObject
Suposedly usefull for creating trees of objects (where objects have very diferent size-NumFaces and shape-BB)
Altought the implemented costs maybe not be very correct (for now), as i didnt cared about following a specific "corrected" model
2009-07-08 20:04:40 +00:00
5b75ea38ff made rtbuild object_heuristic_spliter faster
I think its something like:
	old was:  4*nlogn + 3*(n*6)
	new is:  (2*nlogn + 3*(n*6)) * f, with f<1

Still missing changing the sorting function to an introsort instead of qsort
Other options like bucketing sort may be worth trying (for very large trees)
2009-07-07 19:07:53 +00:00
08fa786251 *added Object SAH support to rtbuild:
only for 2childs splits
	with "worse case heuristic" means each child is considered to have a cost linear on the number of leafs
	no termination criteria

number of BB test/hits expected to "reduced" by some factor
tree building is also expected to be slower as previous split was "object mean", which is quite fast to evaluate
2009-07-07 15:42:08 +00:00
c65a3e3166 *Added BLI_memarena on bvh
*Median split support on rtbuild
2009-07-06 19:45:00 +00:00
4a72557e6b Fixed memory aligns for 64bits 2009-07-03 17:10:54 +00:00
5c207a61f3 *RTBuilder now supports splitting leafs in N leafs
something is wrong on rayobject_bvh as it looks slower than BLI_bvh and code is based on it
2009-07-02 15:45:15 +00:00
91226e6807 *Added rayobject_bvh
A bvh structure to use on the raytracer
2009-07-01 11:27:43 +00:00
1deba75110 *Added initial code of rayobject_rtbuild
An helper class to build trees
2009-06-30 22:07:42 +00:00
021e0cc53f *reserved RayObject align offset 0 for private usage inside each structure
point is that other structures like trees can then distiguish between other nodes or rayobject primitives
withouth needing any other variable.
	(Note yet used but will reduce memory by a nice factor (linear to the number of primitives))
2009-06-30 14:05:33 +00:00
e0cfafa629 Measure build time...
*as expected it's a lot faster on BVH
2009-06-30 01:17:50 +00:00
3b2ec94977 Voxel data & volume light cache
* Added support for additional file types in the voxel data texture. I added 
support for 8 bit raw files, but most notably for image sequences.

Image sequences generate the voxel grid by stacking layers of image slices on top 
of each other to generate the voxels in the Z axis - the number of slices in the 
sequence is the resolution of the voxel grid's Z axis. 

i.e. http://mke3.net/blender/devel/rendering/volumetrics/skull_layers.jpg

The image sequence option is particularly useful for loading medical data into 
Blender. 3d medical data such as MRIs or CT scans are often stored as DICOM 
format image sequences. It's not in Blender's scope to support the DICOM format, 
but there are plenty of utilities such as ImageMagick, Photoshop or OsiriX that 
can easily convert DICOM files to formats that Blender supports, such as PNG or JPEG.

Here are some example renderings using these file formats to load medical data:
http://vimeo.com/5242961
http://vimeo.com/5242989
http://vimeo.com/5243228

Currently the 8 bit raw and image sequence formats only support the 'still' 
rendering feature.

* Changed the default texture placement to be centred around 0.5,0.5,0.5, rather 
than within the 0.0,1.0 cube. This is more consistent with image textures, and it 
also means you can easily add a voxel data texture to a default cube without 
having to mess around with mapping.

* Added some more extrapolation modes such as Repeat and Extend rather than just clipping

http://mke3.net/blender/devel/rendering/volumetrics/bradybunch.jpg

* Changed the voxel data storage to use MEM_Mapalloc (memory mapped disk cache) 
rather than storing in ram, to help cut down memory usage.

* Refactored and cleaned up the code a lot. Now the access and interpolation code 
is separated into a separate voxel library inside blenlib. This is now properly 
shared between voxel data texture and light cache (previously there was some 
duplicated code).

* Made volume light cache support non-cubic voxel grids. Now the resolution 
specified in the material properties is used for the longest edge of the volume 
object's bounding box, and the shorter edges are proportional (similar to how 
resolution is calculated for fluid sim domains).

This is *much* more memory efficient for squashed volume regions like clouds 
layer bounding boxes, allowing you to raise the resolution considerably while 
still keeping memory usage acceptable.
2009-06-20 06:41:50 +00:00
49479ef910 *Instance support at dupliverts/faces
*Octree works nicely on hierarchic trees
	*the old code was quite destructive at the Isect variable
	 changing isec->start, end, vec..now it only changes isec->labda (and hit results)

Currently rendering a BVH of all objects, where each object has it own octree.
2009-06-11 16:44:01 +00:00
da0c45e7eb Renamed exported functions from render to have the RE_ prefix
RayObject_* => RE_rayobject_*
2009-05-13 01:56:03 +00:00
a5ede43320 *new generic raytrace API
*Adapted octree to a more generic raytrace API
*ray shadow works (other untested stuff disabled atm)

On the scene tested the user-cpu time got from 1:24 to 1:19/20
probably because of removed callbacks or sligtly diferente memory usage
2009-05-10 21:02:58 +00:00